Plot Hooks
#1
Posted 20 March 2002 - 09:45 PM
I'm starting a campaign with a bunch of gamers that have played for most of their lives (me included). We run a pretty advanced Dnd gamewith house rules out the yenyan. What I'm asking for is if anybody has any good adventure hooks as side treks for my campaigan. We're all kind of running out of ideas. If anyone does just responed to this. Thanx.
Johnboy
If the sky's the limit, then hells the starting point.
#2
Posted 10 April 2002 - 03:03 AM
I've come to similar ends myself a number of times and have managed to come up with a few half-decent ideas after many hours of caffeine. It truly depends on the campaign dynamics... Do you tend more towards Hack & Slash, Puzzles, or something else?
Have you done anything along the lines of holidays in your campaign? Once I decided that a certain kingdom had a riddling competiton every year on the same day. There are five rounds in the 'royal' version of it. The fifth round is something of a trick, there's a maiden standing in front of a fountain with three chalices who says that the characters can drink from anything in front of them. Each thing has its own prize, including forced marriage to the maiden if they decide to drink from her lips.
If they do not drink from her lips, have the king give them a mission to bring her to another part of the kingdom or something. Just travelling can bring about its own hooks.
For one of my more combat-oriented campaigns, I've introduced a mysterious army that the characters have to find out where its coming from (oh no! its from the outer planes!) .
Best of luck in finding something of use. If these don't help, try reading books and watching some movies. They're always good.
----------------------------
Writing/DND Website: http://www.shawngray.ca
Carleton University English Literature Society Website: http://www.carleton.ca/els
#3
Posted 11 April 2002 - 06:24 PM
How about cursing the players
Some beautiful items from some evil monster, which just happens to be cursed. DMG has pretty "nice" cursed items. Maybe you could make up your own item, which is cursed and think of a way to players find out how to uncurse them...
#4
Posted 11 April 2002 - 09:00 PM
1) Mine your game history.
This works especially well if you've had your gamers playing in the same world for a long time. Look back through your past adventures and find NPC's you can bring back or incorporate somehow.
Example: When my PC's were up-and-comers in one campaign I ran, they killed a group of bandits attacking a village. The bandits turned out to just be poor, starving farmers trying to make it through the winter. The characters simply shrugged and said, basically, "So? They shouldn't have robbed people." So, many levels later, they had a new enemy after them, dogging their every step for months, staying just out of reach. He turned out to be the son of one of the bandits, looking for revenge for his fathers death. He wasn't evil in the least(chaotic good, I think, or something like that), but he turned out to be one of the characters most implacable foes.
So, take a look back. I'm sure if you think hard you'll be able to come up with some NPC's that the characters mistreated, or just ones that are particulary memorable if only because they said/did something funny. Bring them back as the center point of a new adventure! I find it very enriching to the game world.
2) Start with a cliche, then break it.
There are all kinds of cliches in fantasy; take them and turn them on their head.
Example: A dragon kidnaps a princess. Knight rides off to rescue her, hasn't returned yet, everyones worried, and the king would like the PC's to look into it.
Whats REALLY going on is:
-The white knight is actually evil and just wants to marry the princess so that he can sieze the throne.
-The dragon and the princess are madly in love.
-The king doesn't want ANY of them to come back; he hates his daughter, knows the white knight is really evil, and thinks the PC's may be planning something against him too. Better if the dragon eats them all.
This is a simplified example, but you get the idea. If you've been using the same game world for awhile, you've probably already built up a good collection of 'givens' yourself, like, say, halflings can't be wizards. All of a sudden, the PC's have to contend with a halfling who's throwing spells around like crazy! Maybe he's special, maybe he's not really a halfling, maybe he's not really the one casting the spells... there are any number of possibilities.
The biggest thing for me is, all my stories start with people. First, I come up with some NPC's, then I figure out how they relate to each other, and the story just flows from there.
Hope this helps..
palehorse
#5
Posted 30 July 2002 - 11:42 PM
like: when the orcs from the cave across the river were slain by the pc's i say that a infestation of vermin take over that cave
so you can reuse all of the world you've been playing in
or some times i use a sequel
like:when the orcs left the cave because of being beaten they took something special to some one
like like:a milk maids husband went to fight he was killed and the orcs took his sword a sacred artifact or heirloom in the family and would pay hansomely to get it back
it does work but it is obviose and cliche-ed try it if the pcs get mad say it was donaghy's fault
>donaghey
#6
Posted 19 December 2002 - 12:35 PM
"Those who fear the darkness, have never seen what the light can do."
"Worship the ideal, not the idol."
#7
Posted 19 December 2002 - 05:36 PM
Well, all the best!!!
#8
Posted 19 December 2002 - 08:27 PM
#9
Posted 20 December 2002 - 12:56 AM
I dunno, i think im gonna start a new campaign, this one was a fwaup.
Oh well.
"Those who fear the darkness, have never seen what the light can do."
"Worship the ideal, not the idol."
#10
Posted 20 December 2002 - 02:02 PM
#11
Posted 29 December 2002 - 05:59 AM
plot a plot for evil chacarters is always a pain. here is some important guidelines:
You need to know the characters this is often very difficult if the characters has just been made. Having a background story written helps you know what the characters might and might not do.
Pc's usually never knows when to run and when to stay and fight. If they start killing a whole town and you think to yourself okay the city guard is 60-100 men strong noway they can defeat that many men. you send the city guard after them and the pc's stay and try to fight them. you get soft on them and let them defeat the city guard because you don't want to kill any of the characters. the pc's will learn that and then next time you do some along those line like history repeats it self the pc's stay and fight and you get soft again and let them defeat the overwhelming foe again. thus strenghtening the characters belief that they cannot be defeated and that they will never die.
Pc's killing is bad and should be avoided agreed. But don't be afraid to kill your players that is a sure way to lose control of them. Because if they believe they kan kill the king they will try.
You don't have to kill the whole party to get the message through(hopefully) kill a single one and let the rest escape usually manages to make the players wiser. If they try to raze a twon and one or two of them gets killed by the city guard they will think twice about trying to rze the next town.
taking notes on what the players do and letting their actions have consequences will but a damper on them. Serious consequences might hamper the game or make the players not want to play again. but being soft and seeing the players ruin you storyline time and time again makes you not want to be a dm anymore and thats a shame.
Anyway last thing:
players are a sneaky race they quickly learn you style of play and adapt to it. If you let them get away with thing they shouldn't be allowed to get away with they will try again. If you teach them that their actions have conequences they will learn to think more careful about what they do next time.
Hope the advise helps
Erk
#12
Posted 06 January 2003 - 09:08 PM
----------------------------
Writing/DND Website: http://www.shawngray.ca
Carleton University English Literature Society Website: http://www.carleton.ca/els
#13
Posted 07 January 2003 - 11:03 PM
I have to agree this is a hard one.
The first thing I would recommend is throw out the idea of the PC's saving the town. I know this sounds harsh but it appears from your posts that the players aren't interested in saving the town which is why you may be having trouble getting them engaged.
Players are an interesting bunch. Most of the players I have around my gaming table have a strong bond to their characters and would prefer for nothing bad to happen to them - if your group is like mine that's all you need to know to get them to leave town.
A couple of ideas you could use to get them to leave.
1. A plague strikes the town and one of the characters gets sick - they have to leave to find a cure or let their companion die.
2. Town's water source dries up. No water, no town - simple as that.
If the PCs are constantly defeating the good aligned parties being set after them - stop using that strategy. How about another 'evil' aligned character that uses poison? Slip it in a drink, the evening meal, etc. - a little paranoia goes a long way.
Now if the party decides to 'torch the town' and you want to bring in the local militia that's okay but in my world if you beat one city watch the next town over is already sending word to the King for reinforcments.
Just my two cents (and then some
#14
Posted 23 January 2003 - 08:38 AM
If you don't want an evil campaign, it is true that the town guards should not lose and for certain word has gotten out about the trouble they cause. Have them captured and face a small rigged mock trial where they are set to be hung. Have crowds gather cheering and such and see if the knowledge that they are hated does anything to them. Obviously they will escape but maybe a lesson learned? If not, perhaps do it again? Make all towns unsafe for them. Force them to do a good act to redeem themselves?
Starting to reach.
#15
Posted 24 January 2003 - 04:17 PM
Quote
There have been some good ideas set forward in this forum, but I think one key point is being overlooked here: the alignment of your PCs.
Usually slaughtering townsfolk is considered an evil act. If this is their regular mindset, then you have an evil party, and the only way they're going to do anything remotely altruistic is if it's in their best interests (What's in it for me?).
If the PCs aren't evil, then their actions violate the alignments they've chosen. Discuss that with your players! Be honest and let them know you aren't feeling that the campaign is going in the direction you'd like it to go, and don't think the characters are acting in a manner consistent with their alignments. If the players really want an alignment adjusted to how they want their characters to act, there is a decent test near the back of the Herobuilder's Guidebook.
You are the DM and should, in theory, have control over what goes on in your campaign. If the players insist on doing things that go against their characters' alignments, find appropriate countermeasures. Dieties of clerics could stop granting spells until they atone...rangers could have their fellows hear of their misdeeds, and become stalked by those looking for justice...monks could be cast out of their orders...
As far as the players ignoring hooks, they work much better if made personal. Anything that affects the PCs on an intimate level is sure to get them involved. Want to get them interested in wiping out the local thieves' guild? Have their rooms at the inn or their base of operations robbed...take them to the cleaners. That will get them to sit up and take notice! Now they have a personal stake in things.
Hope this is some kind of help to you.

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